I’m trying to make an in-game computer that displays a bash-like terminal, so for the screen part I’m using a CanvasRenderTarget2D, to which I draw text. This works fine, but I need to clear the render target, since it starts out green. I couldn’t find a BP function that clears a Canvas to black, so before going all C++ on this I decided I’d try using DrawMaterial to do the same thing, which works fine in the editor, but crashes the standalone game. The crash reporter even gives a nice stack trace, from which the two top-most lines are as follows:
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UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
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UE4Editor_Renderer!FSceneRenderTargets::GetSceneColorForCurrentShadingPath() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\postprocess\scenerendertargets.h:631]
And checking line 631 of that header-file indeed points to getting the scene color for the current shading path, so obviously something colorful goes wrong when rendering this render target.
Is there a better way to clear a Canvas to a given color, or should this be a bug report, or both, or something else entirely? I could also show you what I’ve wired to what in my CanvasRenderTarget2D Blueprint:
Thanks for any help!
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